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Litany of the Dead
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Litany of the Dead | |
Heroic level: | 15 |
Epic level: | None |
Duration: | Long |
Heroic XP: | ♣4,200Solo/Casual ♦7,300Normal ♥7,600Hard ♠7,899Elite |
Epic XP: | N/A |
Takes place in: | Black Mausoleum (Upper Necropolis) |
Bestowed by: | Sir Rohine Stiedra |
NPC contact: | Sir Rohine Stiedra |
Quest acquired in: | The Necropolis |
Patron: | The Silver Flame |
Base favor: | 6 |
Free to Play: | No |
Extreme Challenge: | No |
Overview
The Black Abbot awaits his rise to godhood and only you can stop his ascension.
The entrance for this quest is located in the Upper Necropolis, north-west of Sir Rohine's position. On your map, hover-text for the quest entrance will be "The Black Mausoleum". Be aware, the quest entrance will not flash (as quests normally do) if you have it selected in your Quest Journal.
Quick-links
Flagging
This pre-raid requires per-character flagging to enter unlike most quests. To flag run these 4 quests:
You must gather 8 pieces of the Sigil Frame through these quests to gain access to this pre-raid: Litany of the Dead.
- Right Wing (1) drops at Desecrated Temple of Vol.
- Left Wing (2) drops at Flesh Maker's Laboratory.
- Right Frame (3) drops at Inferno of the Damned.
- Left Frame (4) drops at Ghosts of Perdition.
- Left Pincer (5), Center Frame (6), Eye of the Abbot (7) and Right Pincer (8) can drop from all 4.
- As of Update 13, any chest in the Orchard can also drop any Sigil pieces (In addition to Tome of Untold Legends and Shield Fragments), though the above locations are much more likely to drop said specific pieces.
Once you've completed a Sigil, talking to Rohine will give you a new item (Completed Sigil) that will allow you to enter Litany of the Dead on subsequent lives. You do not need to collect more than 1 Completed Sigil. The numbers are the positions of the piece in Sigil: Frame (left to right).
Objectives
- Find the Black Abbot's Guardian
- Survive the ambush
- Descend the shaft
- Convince the Black Dragon to help you
Optionals depend on which path you are following, and are only available for that one boss (in bold):
- (Optional) Find the High Priest — Bonus (10%): Heroic( ♣420 ♦730 ♥760 ♠790 )
- (Optional) Acquire the Bat Crests — Bonus (10%): Heroic( ♣420 ♦730 ♥760 ♠790 )
- (Optional) Reach the door — Bonus (10%): Heroic( ♣420 ♦730 ♥760 ♠790 )
- (Optional) Open the Path of Vol — Bonus (10%): Heroic( ♣420 ♦730 ♥760 ♠790 )
- (Optional) Defeat the High Priest — Bonus (30%): Heroic( ♣1,260 ♦2,190 ♥2,280 ♠2,370 )
- (Optional) Find Cholthulzz — Bonus (10%): Heroic( ♣420 ♦730 ♥760 ♠790 )
- (Optional) Pass the Twists of Azure — Bonus (10%): Heroic( ♣420 ♦730 ♥760 ♠790 )
- (Optional) Open the Frigid Halls — Bonus (10%): Heroic( ♣420 ♦730 ♥760 ♠790 )
- (Optional) Access the Path of Ice — Bonus (10%): Heroic( ♣420 ♦730 ♥760 ♠790 )
- (Optional) Defeat Cholthulzz — Bonus (30%): Heroic( ♣1,260 ♦2,190 ♥2,280 ♠2,370 )
- (Optional) Find Cinnis — Bonus (10%): Heroic( ♣420 ♦730 ♥760 ♠790 )
- (Optional) Ignite the Inferno — Bonus (10%): Heroic( ♣420 ♦730 ♥760 ♠790 )
- (Optional) Open the Ignition Chamber — Bonus (10%): Heroic( ♣420 ♦730 ♥760 ♠790 )
- (Optional) Defeat Cinnis — Bonus (30%): Heroic( ♣1,260 ♦2,190 ♥2,280 ♠2,370 )
- (Optional) Find Mentau — Bonus (10%): Heroic( ♣420 ♦730 ♥760 ♠790 )
- (Optional) Acquire the key — Bonus (10%): Heroic( ♣420 ♦730 ♥760 ♠790 )
- (Optional) Reach the door — Bonus (10%): Heroic( ♣420 ♦730 ♥760 ♠790 )
- (Optional) Open the path forward — Bonus (10%): Heroic( ♣420 ♦730 ♥760 ♠790 )
- (Optional) Defeat Mentau — Bonus (30%): Heroic( ♣1,260 ♦2,190 ♥2,280 ♠2,370 )
What to Expect
- Various lock-outs for latecomers
- Traps (fixed, some undisarmable, and don't require rogue skills to be disarmed)
- Riddle
- Collapsible floors
- Points of no return
- Spawning/respawning monsters
- Randomly placed quest items (mandatory: 4 crests in the east wing)
Known Traps
- Spinning blades in first narrow hall, the trap plates are clearly visible on floor without Search, no trap control panel. (See Tips, below)
- Force traps, multiple in a row during a drop downwards to dragon, no trap Control Panel(s) (see Tips, below)
Tips and Misc
- Useful buffs:
- All: Acid (vs. Acid Fog), ghost touch weapons, undead bane weapons
- vs. High Priest: Silver weapons and/or Light damage (vs. vampires)
- vs. Cholthulzz: Protection from cold, fire attacks (vs. Ice Mephits), cold iron weapons (vs. Ice Flensers), acid or force damage for Cholthulzz, and as for beholders
- vs. Cinnis: Protection from Fire, cold attacks
- Throughout, expect various monsters to spawn just behind you or as you pass, especially incorporeal undead.
- For the blade trap in the first hall, there is a path through them of inactive plates (which changes randomly each instance). There is a "target lever" just beyond them that can be ranged, which will activate the traps (only) once, and for just a moment – if you are quick you can see the path, or at least spot some inactive plates in the middle to jump to. Otherwise, it requires someone to step on an active plate to re-activate the trap and show the inactive plates again.
- The "treasures of the lich"... are all empty, and a trap. However, you must open one to proceed. This will do two things: 1) drop you and the party around you into an ambush, and 2) lock other characters out with a black forcefield. All aboard for the fight. Note: The forcefield will come down again once the ambush is over or if the lever resets. The lever will reset if no player is standing on the floor for too long, but you can still use invisibility and such to hide from the monsters, just be careful as the Quells, Reapers or certain champions have True Seeing.
- Drop down to dragon (short clip):
- Traps on each level activate a moment after you drop in front of them, so moving quickly is better. Each drop is onto a landing with a short move to the next drop – keep moving, keep ahead of the traps triggering.
- No fall is a long one, so remove any Feather Fall effect to drop more quickly.
- Since these traps activate a short time after a player lands in front of them, either go all together and stay together, or (easier?) go individually and separated by some time, so traps reset.
- Remember to park hires and then call them once you are down, and past the spikes – they're almost 100% guaranteed to die in this one.
- Spike trap at bottom, but middle is clear. Land on sides (to delay the next drop) or aim for safe middle of the pit (which will then collapse after a short time (~15 seconds) for another short fall).
- When the floor of the spike pit cracks, those standing there will dropdown into the dragon cage, and the forcefield near ambush will be put back up again, so people can't continue in after this – don't be late.
- For dragon riddle, see this article. ← Spoiler!!
- When the riddle is finished, the cage will open to let you through and then close again. If anyone is left behind, they won't be able to follow.
- If you have run this quest before, on the table in the room below the dragon will be one or more items that are possibly useful in defeating the next boss, and which create a recommended order for defeating the bosses. See the walk-through for a full discussion.
- On completion of each side you must continue through the door past the end-chest and destroy the crystals in the tower you are teleported to, to gain flagging status for the Ascension Chamber raid. As long as you go through the door and the crystals on the other side are smashed, you will get the flagging. Someone else smashing them before you even go through won't mess with the flagging.
- For a Walk-through, see this article. Note that there is a recommended order for pursuing the 4 different bosses (only one of which can be fought on any run of the quest) – that article discusses this as well.
Bonus XP
- Devious bonus: ~57 or fewer monsters killed +7% Bonus.( ♣294 ♦511 ♥532 ♠553 )
- Discreet bonus: ~81 or fewer monsters killed +5% Bonus.( ♣210 ♦365 ♥380 ♠395 )
Loot
- Chests: Total 3 per run (only 1 path is open per run)
- 1 in central room after dragon
- 1 somewhere on each boss path
- 1 after each boss
- These end chests can drop Tome pieces. See Tome of Untold Legends article for details. They can also now drop any Shield of Legend or sigil piece.
- NPC rewards: None
Named Chest Drop
Accessories are ML13, weapons and armor are ML14. All Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip.
Cholthulzz chest
- Belt of Tongue - Belt: Spell Resistance +19
Spell Resistance +19: +19 Enhancement bonus to Spell Resistance., Enchantment Saves +6
- Eye of the Beholder - Ring: Absorb Doomsphere Spells
Absorb Doomsphere Spells
Caster level: N/A
Charges: 8 (8/day) — 8 Charges (Recharged/Day:8), DeathblockDeathblock: The wearer of this item is immune to all death spells and magical death effects.
- Lenses of Doom - Goggles: Exclusive, Boneshatter
Boneshatter
Caster level: 14
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Search +11Search +11: Passive: +11 Competence bonus to the Search skill., Spot +11
Spot +11: Passive: +11 Competence bonus to the Spot skill.
Cinnis chest
- Bluefire Necklace - Necklace: Greater Fire Resistance
Greater Fire Resistance: This property absorbs the first 30 points of fire damage per attack that the wearer would normally take., Fire Shield (fire)
Fire Shield (fire)
Caster level: 7
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Green Augment Slot: EmptyGreen Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +12) or Protection (Deflection bonus) (+1 to +10)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +48
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +32
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +12%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +14
- Accuracy: +2 to +20
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +40
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +261
- Damage: +1 to +10
- Spell penetration: +1 to +5
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +12
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Skills, except UMD (Competence bonus): +3 to +19
- Inferno Bracers - Bracers: Dexterity +6
Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Green Augment Slot: Empty
Green Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +12) or Protection (Deflection bonus) (+1 to +10)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +48
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +32
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +12%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +14
- Accuracy: +2 to +20
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +40
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +261
- Damage: +1 to +10
- Spell penetration: +1 to +5
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +12
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Skills, except UMD (Competence bonus): +3 to +19
Mentau chest
- Electric Haze - Belt: Fortification +100%
Fortification +100%: +100% Enhancement bonus to reduced chance of taking critical damage on a critical hit., Greater False Life
Greater False Life: This item grants the wearer +30 maximum health., Colorless Augment Slot: Empty
Colorless Augments
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +12
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Skills, except UMD (Competence bonus): +3 to +19
- Finger Necklace - Necklace: Fleshmaker
Fleshmaker: Magical insight into the ways of the flesh allow the wearer of this item to receive more effect from healing spells cast on them. +20 Positive Healing Amplification., Colorless Augment Slot: Empty
Colorless Augments
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +12
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Skills, except UMD (Competence bonus): +3 to +19
- Mentau's Goggles - Goggles: Necromancy Focus +1
Necromancy Focus +1: +1 Equipment bonus to the DC of Necromancy spells., Seeker +6
Seeker +6: Provides a +6 Enhancement bonus to confirm critical hits, and a +6 Enhancement bonus to critical hit damage (before multipliers are applied)., Yellow Augment Slot: Empty
Yellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +40
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +261
- Damage: +1 to +10
- Spell penetration: +1 to +5
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +12
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Skills, except UMD (Competence bonus): +3 to +19
High Priest of Vol chest
- Banner Cloak - Cloak: Charisma +6
Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Green Augment Slot: Empty
Green Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +12) or Protection (Deflection bonus) (+1 to +10)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +48
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +32
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +12%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +14
- Accuracy: +2 to +20
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +40
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +261
- Damage: +1 to +10
- Spell penetration: +1 to +5
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +12
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Skills, except UMD (Competence bonus): +3 to +19
- Fanged Gloves - Gloves: Strength +6
Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., Lesser Arcane Casting Dexterity
Lesser Arcane Casting Dexterity: This ability reduces the arcane spell failure chance by -5%., Yellow Augment Slot: Empty
Yellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +40
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +261
- Damage: +1 to +10
- Spell penetration: +1 to +5
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +12
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Skills, except UMD (Competence bonus): +3 to +19
- Ring of the High Priest - Ring: Wisdom +6
Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., Greater Command
Greater Command
Caster level: 14
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Green Augment Slot: EmptyGreen Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +12) or Protection (Deflection bonus) (+1 to +10)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +48
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +32
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +12%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +14
- Accuracy: +2 to +20
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +40
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +261
- Damage: +1 to +10
- Spell penetration: +1 to +5
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +12
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Skills, except UMD (Competence bonus): +3 to +19
Drops from multiple end chests
- Ash Boots - Boots: Striding +30%
Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed., Green Augment Slot: Empty
Green Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +12) or Protection (Deflection bonus) (+1 to +10)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +48
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +32
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +12%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +14
- Accuracy: +2 to +20
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +40
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +261
- Damage: +1 to +10
- Spell penetration: +1 to +5
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +12
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Skills, except UMD (Competence bonus): +3 to +19
- Axe of the Unseen Blow - +5 Handaxe
+5 Handaxe: (1.50[2d4] 20x4): A smaller version of a Battleaxe.: Finesse
Finesse: This weapon has a small Air Elemental bound to it. The wielder can use a finesse weapon as if they had the Weapon Finesse feat. In addition, the weapon grants a +2 enhancement bonus to the wielder's Dexterity score.
Note: Wielder's second weapon does not benefit from Finesse., True ChaosTrue Chaos: This weapon is infused with the power of True Chaos. It does an additional 1 to 6 damage to non-chaotic targets and can only be wielded by Chaotic-aligned characters., Red Augment Slot: Empty
Red Augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +8d6
- Spell Power (Enhancement bonus): +38 to +139
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +12
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Skills, except UMD (Competence bonus): +3 to +19
- Breastplate of Vol - +5 Breastplate: Mithral
Mithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3. , Dexterity +6
Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Blue Augment Slot: Empty
Blue Augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +12) or Protection (Deflection bonus) (+1 to +10)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +48
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +32
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +12%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +14
- Accuracy: +2 to +20
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +12
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Skills, except UMD (Competence bonus): +3 to +19
- Docent of Quickening - +5 Docent: Striding +25%
Striding +25%: Makes the wearer more fleet of foot, giving a 25% bonus to run speed., Melee Alacrity 10%
Melee Alacrity 10%: Gain 10% enhancement bonus to Melee attack speed. Does not stack with the Haste spell., Ranged Alacrity 10%
Ranged Alacrity 10%: Gain 10% enhancement bonus to Ranged attack speed. Does not stack with the Haste spell., Blue Augment Slot: Empty
Blue Augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +12) or Protection (Deflection bonus) (+1 to +10)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +48
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +32
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +12%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +14
- Accuracy: +2 to +20
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +12
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Skills, except UMD (Competence bonus): +3 to +19
- Dragon Sword of Acid - +5 Longsword
+5 Longsword: (1.50[1d10] 18-20x2): A classic straight-bladed sword usable in one hand. This weapon is commonly associated with knighthood and valor.: Acid Burst
Acid Burst: This weapon is sheathed in corrosive acid, and does 1 to 6 acid damage each hit. Critical hits deal an additional 1 to 10 acid damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., Dragon Bane
Dragon Bane: A bane weapon excels at attacking one type or subtype of creature. Against Dragons, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe., Red Augment Slot: Empty
Red Augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +8d6
- Spell Power (Enhancement bonus): +38 to +139
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +12
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Skills, except UMD (Competence bonus): +3 to +19
- Robe of the Magi - Robe: Armor Bonus +7
Armor Bonus +7: This item surrounds the wearer with an invisible but tangible field of force, granting +7 armor bonus to AC, just as though he were wearing armor., Spell Resistance +25
Spell Resistance +25: +25 Enhancement bonus to Spell Resistance., Spell Penetration II
Spell Penetration II: Passive: +2 Equipment bonus to Spell Penetration checks., Green Augment Slot: Empty
Green Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +12) or Protection (Deflection bonus) (+1 to +10)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +48
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +32
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +12%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +14
- Accuracy: +2 to +20
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +40
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +261
- Damage: +1 to +10
- Spell penetration: +1 to +5
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +12
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Skills, except UMD (Competence bonus): +3 to +19
- Shining Devastation - +5 Greatclub
+5 Greatclub: (1.50[1d16] 19-20x3): A more formidable version of a simple club, this two-handed weapon is occasionally reinforced with spikes or bands of iron.: Adamantine
Adamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures. , Everbright, Impellent
Impellent: This weapon is pulsing with magical force. It deals an additional 2 to 12 force damage on a successful hit., Red Augment Slot: Empty
Red Augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +8d6
- Spell Power (Enhancement bonus): +38 to +139
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +12
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Skills, except UMD (Competence bonus): +3 to +19
Monsters
External Links
Black Mausoleum (Upper Necropolis) quests
The Necropolis, Part 4 quests
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